Section Summary: 13.1

  1. Definitions

  2. Theorems

  3. Properties/Tricks/Hints/Etc.

    Drawing axes is important:

       figure72
    Figure 1: Top: two legitimate representations; Bottom: sin and sacrilege! Don't do it! It's not physically realizable.

  4. Summary

    This section serves as an introduction to 3-dimensional coordinate systems and the representation of space, rather than the plane. We see that some formulas extend in quite a natural way.

Section Summary: 13.2

  1. Definitions

  2. Theorems

    None to speak of.

  3. Properties/Tricks/Hints/Etc.

  4. Summary

    This section simply introduces us to a quantity, called a vector, which allows us to capture both magnitude and direction. This is useful (for example to indicate wind speed and direction on a weather map), and a set of rules and properties are defined to help us to manipulate these quantities.

    Every vector can be expressed as a sum of special ``basis'' vectors, which are of unit size (length 1)..

Section Summary: 13.3 - The dot product

  1. Definitions

    If a tex2html_wrap_inline972 and b tex2html_wrap_inline1016 , then the dot product of a and b is the number tex2html_wrap_inline1018 given by

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    Two non-zero vectors a and b are called perpendicular or orthogonal if the angle between them is tex2html_wrap_inline1020 .

    The direction angles of a non-zero vector a are the angles tex2html_wrap_inline1022 , tex2html_wrap_inline1024 , and tex2html_wrap_inline1026 that the vector makes with the positive x-, y-, and z-axes. The cosines of these angles are called the direction cosines.

    The vector projection of b onto a is

    displaymath880

    The scalar projection of b onto a is

    displaymath881

    In particular, the unit vector created from a would be

    displaymath882

    (the vector with the same direction, but unit length).

  2. Theorems

    If tex2html_wrap_inline1034 is the angle between vectors a and b, then

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    Corollary:

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    Hence, a and b are orthogonal (i.e. perpendicular) tex2html_wrap_inline1036 tex2html_wrap_inline1038

  3. Properties/Tricks/Hints/Etc.

    Properties of the dot product:

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  4. Summary

    The dot product is a way of combining two vectors to get a scalar (i.e., a number). It effectively measures the shadow that one vector casts on the other, and if the dot product is zero, the two vectors are orthogonal (i.e. perpendicular).

Section Summary: 13.4 - the cross product

  1. Definitions

    We create the cross-product to be a sort of ``right-hand rule'' operator. We might start by saying that we want the cross-product to have the following results:

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    Now assume the usual sorts of distributive properties, so that given a tex2html_wrap_inline972 and b tex2html_wrap_inline1016 , we can compute

    displaymath887

    or

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    Note that the cross-product is a vector-product, by contrast with the dot product which produces a number (scalar). Furthermore, the direction of the cross-product is determined by using the right-hand rule.

    This cross-product is only defined for three-dimensional vectors, by contrast with the dot product, which is defined for all vectors in all dimensions.

  2. Theorems

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    where tex2html_wrap_inline1044 is the angle between a and b. This last property can be interpreted geometrically: the norm (length) of the cross product tex2html_wrap_inline1046 is the area of the parallelogram constructed using vectors a and b.

    This can be generalized to the parallelpiped, constructed of three vectors, whose volume V is given by

    displaymath890

    If we discover that V is zero, then the vectors a, b and c must be coplanar (the parallelpiped is at most two-dimensional). Note: by symmetry,

    displaymath891

    Two non-zero vectors a and b are parallel if and only if

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  3. Properties/Tricks/Hints/Etc.

  4. Summary

    Thus the cross-product of two vectors produces a vector which is perpendicular to those two vectors, having magnitude the area of the parallelogram created by the two vectors. We can use this product as a means for determining when two vectors are parallel (they have a zero - vector - cross-product).

Section Summary: 13.5 (part a - lines in space)

  1. Definitions

    The vector equation of a line L is

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    where t is a scalar. Suppose that tex2html_wrap_inline1054 , tex2html_wrap_inline1056 , tex2html_wrap_inline1058 ; since this is true component-wise, we have that

    displaymath894

    These are the parametric equations of the line L.

    These equations are not unique to a line: any point tex2html_wrap_inline1060 and vector tex2html_wrap_inline1062 with orientation along the line will give another set of equations.

    We can solve for t in each of the three parametric equations above to get a set of three equations

    displaymath895

    called the symmetric equations of L.

    Skew lines are lines that do not intersect and are not parallel. Note: this can't happen in the plane! It only happens in three-space (or higher), that lines can pass like ships in the night....

  2. Theorems

    None to speak of.

  3. Properties/Tricks/Hints/Etc.

    Lines in 3-space (or higher) can pair up in only one of three ways:

  4. Summary

    In the first part of section 13.5, we are introduced to various ways of thinking about lines in space. We meet with several different equations of space lines, and see that lines in space behave a little differently than lines in the plane.

Section Summary: 13.5 (part b - planes in space)

  1. Definitions

    The parametric equation of a plane P is

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    The vector equation of a plane P is

    displaymath897

    or

    displaymath898

    Suppose that tex2html_wrap_inline1054 , tex2html_wrap_inline1056 , tex2html_wrap_inline1070 ; then

    displaymath899

    This is the scalar equation of the plane P with normal vector n.

    These equations are not unique to a plane: any vector tex2html_wrap_inline1060 and vector tex2html_wrap_inline1074 normal to the plane will give another set of equations.

    By collecting terms in the scalar equation above we find that

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    where tex2html_wrap_inline1076 This is called a linear equation in x, y, and z.

    Two planes are parallel if their normal vectors are parallel.

  2. Theorems

    None to speak of.

  3. Properties/Tricks/Hints/Etc.

    distinct planes in 3-space (or higher) can pair up in only two ways:

    The line of intersection can be found by solving both scalar equations of the planes simultaneously.

  4. Summary

    In the second part of section 13.5, we are introduced to various ways of thinking about planes in space. We meet with several different equations of planes.

Section Summary: 14.1

  1. Definitions

    vector-valued function: a function whose domain is the set of real numbers and whose range is a set of vectors. The components of the vector-valued function are called component functions.

    Often the independent variable will be denoted by t, since it will often be the case that we're dealing with time as the independent variable.

    A space curve C is the plot of points (x,y,z), where

    displaymath901

    as t varies through an interval I. The equations for the coordinates are called parametric equations of C and t is called a parameter.

    This curve can be considered the path of the tip of a vector-valued function tex2html_wrap_inline1094

  2. Theorems

    None to speak of.

  3. Properties/Tricks/Hints/Etc.

    Many of the ordinary rules of functions pass over directly to vector-valued functions: limits, continuity, etc.

  4. Summary

    Vector-valued functions are introduced, and some examples of space curves, which can be considered the paths of the tips of vector-valued functions, are given (e.g. twisted cubics, toroidal spirals, trefoil knots).

    Many of the usual operations of real-valued functions pass directly over to vector-valued functions (e.g. continuity), only on a component-by-component basis.

Section Summary: 14.2

This section simply ``states the obvious'' in some important cases of the usual calculus operations: they will be carried out in the obvious way - component-wise!

  1. Definitions

    The derivative of vector-valued function r with respect to parameter t, where tex2html_wrap_inline1098 , is given by

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    provided that the component functions are differentiable functions. One might choose to understand as the tangent vector to the space curve of the motion at time t. The second derivative is obtained in the obvious way, by differentiating the derivative function component by component.

    Speed of the point in motion is given by the norm of the vector derivative:

    displaymath903

    Smooth: a space curve given by the vector function r(t) on an interval I is called smooth if r' is continuous and tex2html_wrap_inline1102 on I, with the possible exception of the end points.

    One operatives similarly for integrals:

    displaymath904

    where R is an anti-derivative of r. The usual integration rules apply....

  2. Theorems

    The usual rules of differentiation apply: suppose that u and v are differentiable vector-valued functions, c is a scalar, and f is a real-valued function. Then

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  3. Properties/Tricks/Hints/Etc.

    None to speak of.

  4. Summary

    The (very good!) news is that the basic operations of differentiation and integration for vector-valued functions are carried out exactly the way we would expect, including the chain rule, the sum rule, and three different versions of the product rule!




Mon Dec 1 18:47:23 EST 2003